Research Symposium
26th annual Undergraduate Research Symposium, April 1, 2026
Angelina Davis Poster Session 4: 3:00 pm - 4:00 pm / Poster #40
BIO
Angelina Davis is a second year FSU student from Ocala, Florida. Angelina is pursuing a dual degree in both Human Development & Family Sciences and Psychology, with a minor in Biology. She sought a research experience outside of her field, landing her in a study examining horror video games' various elements that contribute to fear and decision making. Outside of UROP, she is apart of Global Scholars, Relay for Life, FSU Bodybuilding & Fitness Club, and Phi Eta Sigma. Angelina enjoyed her experience in UROP so much that she is now a UROP Leader in-training. She hopes to continue her journey in research before attending graduate school to become a physical therapist.
Is It All Jumpscares?
Authors: Angelina Davis, Gabrielle LamuraStudent Major: Human Development & Family Sciences and Psychology
Mentor: Gabrielle Lamura
Mentor's Department: Communication Mentor's College: College of Communication & Information Co-Presenters: Kara Crowther
Abstract
The horror video game genre is a niche media form that instills fear in its players. This research discusses and explores the gameplay of Until Dawn to demonstrate the various types of horror that video games utilize to enhance a player’s reactions and feelings towards the media. Specifically, through analysis and content coding of various aspects of Until Dawn, this project examines how specific atmospheric and story choices alter the amount of fear and horror a player feels. The Elaboration Likelihood Model provides a lens for viewing the decision-making process and its effectiveness in horror games. The research facilitators then developed a codebook, following coding analysis standards to ensure inter-coder reliability and consistent coding, and tracked the results in an Excel sheet. Coding guidelines included marking when lore, jumpscares, character dialogue, or decision-making would occur, describing interactions, and including exact timestamps. Results are pending as research and coding are still underway. The results are expected to showcase a wide variety of horror interactions through character choices, environmental elements, and storytelling. However, it is expected to rely on atmospheric fear and decision-making rather than jumpscares to enhance the fear-based encounters. Additionally, it can be inferred that the horror video game setting exerts a greater influence than one might expect, shaping how the genre is viewed.
Keywords: Video games, jump scares, horror, decision making